1. Post #41
    Kiss me, I'm Irish
    Fort83's Avatar
    September 2006
    8,340 Posts
    Very nice my friend.
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  2. Post #42
    Gold Member
    Darthvoorhee's Avatar
    July 2007
    1,268 Posts
    It sucks that the only words about this I can think to say is "Fucking Awesome".
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  3. Post #43

    August 2008
    170 Posts
    Nice Job my friend you can have the whole plate of cookies!
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  4. Post #44
    Tark's Avatar
    August 2010
    6,171 Posts
    Now if only I could figure out something to do with these that wasn't really shitty porn.
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  5. Post #45
    Dennab
    August 2011
    3,724 Posts
    Proper good job, Now let's await a Legion of requests for playermodels and npcs...



    (Btw- Didn't the undead skelleton dragon have glowing eyes like the other undead?. Perhaps that would be a cool option to have)
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  6. Post #46
    EBITUSA16's Avatar
    July 2007
    204 Posts
    These are awesome, managed to decompile one into max and made this for fun;



    Might turn this dragon into a full rig, if I can be bothered, and do a fight scene in max (again if I can be bothered)... we'll see. Again good job dude this is awesome-sauce.
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  7. Post #47
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    If you want the source files I'm more than willing to provide.
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  8. Post #48
    Gold Member
    GordonGman's Avatar
    July 2006
    673 Posts
    AH SEXINESS INCOMING! Keep em up oogaboogaman!
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  9. Post #49
    EBITUSA16's Avatar
    July 2007
    204 Posts
    If you want the source files I'm more than willing to provide.
    Even better :)

  10. Post #50
    Gigi's Avatar
    December 2010
    17 Posts
    You are a god. Love this!!!
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  11. Post #51
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    Alright here is the source. Includes the HD DLC body textures. Eye textures are just placeholders for Source. (Actual eye textures are part of the body textures.) Also included the original Skyrim .nif models as well as my edited dragon skeleton if you want to import from the .nif.

    http://www.mediafire.com/?ame6fe0yu816r4v

    I'll add it to the OP.

  12. Post #52
    isaa1's Avatar
    January 2012
    543 Posts
    MAN I LOVE YOU!!!!!!!!!!!! THX
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  13. Post #53
    Armorcat's Avatar
    March 2012
    9 Posts
    This is absolutely perfect. If only it were easy to turn this into an NPC, although I'd imagine that's near impossible, or at least incredibly hard. But in any case, definitely awesome!
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  14. Post #54
    Gold Member
    Dennab
    August 2009
    7,289 Posts
    Tips hat to oogaboogaman. The guy who brought Skyrim to GMod. Cheers
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  15. Post #55
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,616 Posts
    This is absolutely perfect. If only it were easy to turn this into an NPC, although I'd imagine that's near impossible, or at least incredibly hard. But in any case, definitely awesome!
    If someone made animations for it, it could be used as another re-skin of that Dark Messiah dragon NPC.
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  16. Post #56
    LordzBacon's Avatar
    December 2010
    883 Posts
    Idk if this been posted or seen but anyone notice these?
    Dragon npc
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  17. Post #57
    Gold Member
    DrasarSalman's Avatar
    August 2009
    10,616 Posts
    Just as I expected, ported over animation and a reskin of silverlan's dragon SNPC. I was surprised that it was made by silverlan himself through.

    Edited:

    Does it have the sounds as well? I'm not currently playing Gmod because I am waiting to either get a key to the beta or until the new update is out, especially not download any lua based mods. I just hope to be patient instead of download a lot of shit and then everything breaks.
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  18. Post #58
    LordzBacon's Avatar
    December 2010
    883 Posts
    Just as I expected, ported over animation and a reskin of silverlan's dragon SNPC. I was surprised that it was made by silverlan himself through.

    Edited:

    Does it have the sounds as well? I'm not currently playing Gmod because I am waiting to either get a key to the beta or until the new update is out, especially not download any lua based mods. I just hope to be patient instead of download a lot of shit and then everything breaks.
    I havnt tried them but judging by the contents it contains "sounds" but unknown if they are Skyrim clips or just dragon roars or w/e
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  19. Post #59
    Gold Member
    Sgt. Lulz's Avatar
    September 2009
    4,587 Posts
    Now you should port the Macho Dragon.
    http://skyrim.nexusmods.com/downloads/file.php?id=5518
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  20. Post #60

    April 2012
    28 Posts
    Hi all,
    I would like to know, if these models are free to be rigged and animated for personal purposes and be used to portray animation for an animation reel. The credit would rightly be given to those who have made the mods. Can there be legality issues for doing this ?
    All I'm asking for is the model, for which I do not intend to steal any credit.

    Thanks,
    D

  21. Post #61
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    Hi all,
    I would like to know, if these models are free to be rigged and animated for personal purposes and be used to portray animation for an animation reel. The credit would rightly be given to those who have made the mods. Can there be legality issues for doing this ?
    All I'm asking for is the model, for which I do not intend to steal any credit.

    Thanks,
    D
    The source files are already in the OP. Feel free to animate them.

  22. Post #62

    April 2012
    28 Posts
    Hi Oogaboogaman,

    Thanks for replying at such a short notice. To be honest, I'm concerned about using the Source Files that contain the Bethesda dragons. I need to be able to to re-rig the dragon, animate a dragon sequence where a dragon attacks a castle and a knight manages to kill the dragon after a duel. This piece of animation would be put onto something called my Showreel, which is my portfolio. In the breakdown of the portfolio, I would state that the dragon isn't mine and it is only the animation that is mine. I do not claim ownership of the dragon. And this Showreel, would then be sent to studios to show them the kind of work I do and eventually get hired based on my animation skills. So, I wouldn't want to do something that might end up blacklisting me in the process. I hope this makes for a better question than the previous one.

    Any help is good.

    Thanks again,
    D

  23. Post #63
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    Hi Oogaboogaman,

    Thanks for replying at such a short notice. To be honest, I'm concerned about using the Source Files that contain the Bethesda dragons. I need to be able to to re-rig the dragon, animate a dragon sequence where a dragon attacks a castle and a knight manages to kill the dragon after a duel. This piece of animation would be put onto something called my Showreel, which is my portfolio. In the breakdown of the portfolio, I would state that the dragon isn't mine and it is only the animation that is mine. I do not claim ownership of the dragon. And this Showreel, would then be sent to studios to show them the kind of work I do and eventually get hired based on my animation skills. So, I wouldn't want to do something that might end up blacklisting me in the process. I hope this makes for a better question than the previous one.

    Any help is good.

    Thanks again,
    D
    Well all the bones and weighting is Bethesda's. I don't think you'll be blacklisted or anything. I think you'll be ok if you state that only the animation is yours and the rest is Bethesda's, should you make a film with custom animations and stuff.

  24. Post #64

    April 2012
    28 Posts
    Thanks a lot for such a quick response !
    Thank you very much for helping out with this. Much obliged. Bless you all and game on ! :D

  25. Post #65

    April 2012
    28 Posts
    Just a query... I managed to get the dragons into Maya using the NIFImporter plugin for Maya. I got a dragon mesh along with the joints properly weighted, but all of the joints are not connected to each other. In other words, the joints do not have an hierarchy, and all are floating in world space. Besides that, there are no controllers that can be used to animate the dragon. Is this how it is supposed to be, or am I doing something wrong ? Is there a way to get the complete rig or do the controls need to be created ?
    Here is a capture of the dragon in Maya with the joints, minus hierarchy and controllers.

  26. Post #66

    April 2012
    28 Posts
    *bump*

  27. Post #67
    LordzBacon's Avatar
    December 2010
    883 Posts
    If this is late im sorry but there is a usful tool that can help Pose those Dragons very nicely. It very simple and once its standing all its joints are in place Locked. From there you can unlock"unfreeze" them and pose them anyway you wish :D It makes them much quicker.
    Standing Pose Tool

    Edit: Ingame Posing.

  28. Post #68

    April 2012
    28 Posts
    Thanks for the reply, LordzBacon... but what you have suggested is an ingame tool, whereas, I need help posing the dragons inside a 3d software package called Maya, where I can create my own custom animation for the dragons, using the controllers of the joint setup, which are currently missing from my file. Thanks for trying anyway :)
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  29. Post #69
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    Have you tried importing just the .nif mesh first alone, then the .nif dragon skeleton after?
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  30. Post #70

    April 2012
    28 Posts
    Hi oogaboogaman,
    Yes I tried importing just the .nif mesh first, which gave me the mesh along with the disconnected to each other, but skinned and weighted joints. After which, on importing the dragon skeleton .nif, it does create some nodes in Maya called NPC_RHeel, NPC_LHeel,NPC_Root__0x5bRoot_0x5d and a hierarchy of nodes with the NPC_Pelvis1 being the main node. Also, this dragon skeleton has nodes which are not visible. I'm able to select them, but they aren't seen. Nor moving them seems to be doing anything.
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  31. Post #71
    LordzBacon's Avatar
    December 2010
    883 Posts
    Thanks for the reply, LordzBacon... but what you have suggested is an ingame tool, whereas, I need help posing the dragons inside a 3d software package called Maya, where I can create my own custom animation for the dragons, using the controllers of the joint setup, which are currently missing from my file. Thanks for trying anyway :)
    Oh sorry I was just posting that for Ingame users.

  32. Post #72
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    Hi oogaboogaman,
    Yes I tried importing just the .nif mesh first, which gave me the mesh along with the disconnected to each other, but skinned and weighted joints. After which, on importing the dragon skeleton .nif, it does create some nodes in Maya called NPC_RHeel, NPC_LHeel,NPC_Root__0x5bRoot_0x5d and a hierarchy of nodes with the NPC_Pelvis1 being the main node. Also, this dragon skeleton has nodes which are not visible. I'm able to select them, but they aren't seen. Nor moving them seems to be doing anything.
    That's strange. I use 3ds Max though, so it may be a problem with the importer working incorrectly with Maya? Try these skeletons, see if they import properly after or before importing the actual dragon mesh.

    http://dl.dropbox.com/u/16145629/Skeletontest.7z

  33. Post #73

    April 2012
    28 Posts
    Hi again oogabooga,
    I tried importing the skeleton.nif but nothing got imported, since the file size is 1kb and it probably contains nothing. On importing skeleton.smd , I got a proper structured joint setup after which, I imported the dragon.nif from the source file, and it got connected to the skeleton. So I got a skeleton hierarchy that was skinned. Skeleton2.smd, on being imported kept deleting everything else that was in the scene for some weird reason, so I stuck with the previous file. Although, I found that each of those bones has a rotation value in them. Which is something that should never be there in a joint setup before you start rigging the character in Maya. Also, the controllers to move the dragon are yet missing, and I believe that this is how Bethesda planned to release them. In either case, I would now have to create the joint setup again, based on the one that skeleton.smd provided, and then export the skin weights of this skeleton and import them on the new skeleton that I create.

    This is a wonderful forum, and I wish everyone all the best in all that they do. Thanks a lot for the prompt attention and response :)

  34. Post #74
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    Hi again oogabooga,
    I tried importing the skeleton.nif but nothing got imported, since the file size is 1kb and it probably contains nothing. On importing skeleton.smd , I got a proper structured joint setup after which, I imported the dragon.nif from the source file, and it got connected to the skeleton. So I got a skeleton hierarchy that was skinned. Skeleton2.smd, on being imported kept deleting everything else that was in the scene for some weird reason, so I stuck with the previous file. Although, I found that each of those bones has a rotation value in them. Which is something that should never be there in a joint setup before you start rigging the character in Maya. Also, the controllers to move the dragon are yet missing, and I believe that this is how Bethesda planned to release them. In either case, I would now have to create the joint setup again, based on the one that skeleton.smd provided, and then export the skin weights of this skeleton and import them on the new skeleton that I create.

    This is a wonderful forum, and I wish everyone all the best in all that they do. Thanks a lot for the prompt attention and response :)
    Try this original skeleton with the original dragon models inside. The thing is that what I gave you was my version of the dragon skeleton and meshes that I edited and optimized for use with Gmod and ragdoll posing. What you are doing is different and what I did is probably breaking something for you, since it isn't Gmod related.

    http://dl.dropbox.com/u/16145629/skeletonoriginal.7z

  35. Post #75

    April 2012
    28 Posts
    Hi there oogaboogaman,
    This latest group of files that you provided, is not very much different from the previous ones, besides the fact that this one contains the main nodes of Pelvis and Heels of both legs parented to a main joint at the origin of the file at 0,0,0 , while the previous ones didnt. So Im assuming this is a better version of the previously provided ones. Although, all the joints still do contain rotations minus the controllers so I'd have to recreate the rig sometime in the future. Thanks for responding so quickly, oogaboogaman :) You rock.

  36. Post #76
    Gold Member
    oogaboogaman's Avatar
    January 2005
    2,529 Posts
    I'm not sure why the rig is messing up for you. I just don't have any experience with Maya, sorry.

    But when you say controllers, you mean stuff like IK solvers for animation? If so, I believe you'd have to make your animation rig yourself.